Jump to content

A question regarding textures and .nif files.


prodigium

Recommended Posts

So I have two armor meshes, one I modified in Blender and the other one is untouched and made by someone more competent than me. They both have parts showing some skin. But the one I modified shows the default skin texture (textures/characters/female/upperbodyfemale.dds), while the other one shows the skin tex of whichever custom race I'm playing with (textures/customrace/upperbodyfemale.dds), so it shows the 'real' skin, so to speak. Now I opened up both in NifSKope, and the texturepaths for the underlying bodymesh are the same ( textures/female/upperbodyfemale.dds).

 

So how does the the other armor end up with a different skin than what was specified in the texture path? What did I mess up between importing/exporting the .nif in Blender?

Edited by prodigium
Link to comment
Share on other sites

The Skyrim CK can overwrite textures.

 

Is the other armor using an esp file?

If so, load that in CK and have a look at the item's armor addon. There's the file path to the nif and an edit button. Click that and you can not only change the model but the textures aswell. (To do that the texture must be set up as a TextureSet in CK.)

 

I'm not saying you need to change anything, just look if that's the cause of the texture change.

 

 

Edit: D'oh, how did I end up in the New Vegas forums? Forgive my abscend mindedness and forget everything I said. Apologies.

Edited by Grimoa
Link to comment
Share on other sites

The two armors I compared are from the same .esp, and I didnt alter the esp. And they both used to act the same way ( showing the current skin tex underneath) but after I modified the other one, it just shows the default female texture. Oh and if you view the 'faulty' armor in GECK, it shows the skin aswell. But all the other armors in GECK display the skin as plain black, like they dont have a texture. But they show up just fine in-game.

 

I'm positive this is something so simple, but I'm fairly new at this so I'm still learning as I go.

 

EDIT: Well I got it working, the 'body mesh' object (the bit showing skin) was missing a shader flag called ' Window Enviroment Mapping '. It now shows whichever skin texture actually is underneath. But now I have a new question, do I have to do this every time I export an armor with skin showing? Since when exporting it from Blender, it applies the shader flags to all the objects. Granted it's not a huge extra effort, just wondering.

 

EDIT2: By the way, I dont really understand why adding that flag makes it work the way it does, but I'm happy regardless.

Edited by prodigium
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...